Hi Sebastian.
Sebastian Knödel schrieb:
> (...)
> Is there a simple possibility or do I have to traverse all the subnodes
> and check them for theire Materials to add my Shader??
>
I think the latter. But to save some of your time, you can just use
these two methods (I use them static in a OSGTools class)
OSG::ChunkMaterialPtr OSGTools::getChunkMaterial(OSG::NodePtr node){
OSG::NodeCorePtr pCore = node->getCore();
OSG::ChunkMaterialPtr cm=OSG::NullFC;
if ( pCore != OSG::NullFC &&
pCore->getType().isDerivedFrom(OSG::MaterialGroup::getClassType()) ){
OSG::MaterialGroupPtr g=OSG::MaterialGroupPtr::dcast(pCore);
cm=OSG::ChunkMaterialPtr::dcast(g->getMaterial());
}
else if ( pCore != OSG::NullFC &&
pCore->getType().isDerivedFrom(OSG::Geometry::getClassType()) ){
OSG::GeometryPtr g=OSG::GeometryPtr::dcast(pCore);
cm=OSG::ChunkMaterialPtr::dcast(g->getMaterial());
}
return cm;
}
void OSGTools::getAllMaterials(OSG::NodePtr
node,std::vector<OSG::ChunkMaterialPtr> &mats){
OSG::ChunkMaterialPtr cm=getChunkMaterial(node);
if(cm!=OSG::NullFC){
mats.push_back(cm);
}
for (int i=0; i<node->getNChildren(); i++)
getAllMaterials(node->getChild(i),mats);
}
Just call getAllMaterials with an empty vector<OSG::ChunkMaterialPtr> on
any node and you should get what you need.
HTH,
Dominik
> Actually I'm a bit lost. I thought it wouldn't be that difficult.
>
> I hope somebody has an idea.
>
> Thanks
>
> Carsten Neumann wrote:
>
>> Hello Sebastian,
>>
>> Sebastian Knödel wrote:
>>
>>
>>> Thanks for the fast reply.
>>> But this doesn't work.
>>> The materialgroup contains no material at that point.
>>> So if I use mg->getMaterial() I receive always a NullFC.
>>> But I unerstand the problem.
>>> Somehow I have to add the shaderchunk to the OSGMaterial that holds the
>>> original materialdata.
>>>
>>>
>> exactly.
>>
>>
>>
>>> But how can I access the Material of any loaded geometry and add my
>>> shader chunk???
>>>
>>>
>> that depends a bit on what type of file your model is stored in. AFAIK
>> the vrml loader uses material groups, but other loaders probably add the
>> material directly to the geometry, i.e. you can get it by:
>>
>> GeometryPtr geo = Geometry::dcast(model->getCore());
>> MaterialPtr mat = geo->getMaterial();
>>
>>
>>
>>> I tried something like
>>>
>>> if(model->getCore()->getType().isDerivedFrom(
>>> ChunkMaterial::getClassType())){
>>> mat = model->getCore();
>>>
>>>
>> mat = ChunkMaterial::dcast(model->getCore());
>>
>>
>>
>>> mat->addChunk(shaderchunk);
>>> }
>>>
>>> any comment?
>>>
>>>
>> Material and hence ChunkMaterial is not derived from NodeCore, so the
>> above test is always false.
>>
>> Hope it helps,
>> Carsten
>>
>>
>>
>>> thanks
>>>
>>> Andreas Zieringer wrote:
>>>
>>>
>>>> Hi Sebastian,
>>>>
>>>> you are replacing the original material with your own shader material.
>>>>
>>>> replace this line:
>>>>
>>>> mg->setMaterial(createSimpleShaderMaterial());
>>>>
>>>> with something like this:
>>>>
>>>> ChunkMaterialPtr mat = ChunkMaterialPtr::dcast(mg->getMaterial());
>>>>
>>>> if(mat != NullFC)
>>>> {
>>>> beginEditCP(mat);
>>>> mat->addChunk(_shl);
>>>> endEditCP(mat);
>>>> }
>>>>
>>>> Andreas
>>>>
>>>>
>>>>
>>>>
>>>>> Hi there,
>>>>>
>>>>> I'm using different glsl shader (phong, etc.) to create different
>>>>> visualizations of my models in my scene.
>>>>> In my shaders I would like to use the original material properties resp.
>>>>> textures that belong to the model and were loaded with the geometry from
>>>>> file.
>>>>>
>>>>> When I load the tie fighter model I would like to use the original
>>>>> material colors in my shader.
>>>>> I tried to do so by using the built-in gl_FrontColor.diffuse in the
>>>>> Vertex Shader and pass it through to the Fragment Shader.
>>>>> But the gl_FrontColor (diffuse/ambient/specular) is all the time
>>>>> (0.0,0.0,0.0,0.0)/black, meaning that its not available.
>>>>> It seems that the OpenGL material isn't anymore valid for any reason
>>>>> when I use a shader.
>>>>>
>>>>> Afterwards I tried to use the textures of the model in my shader. In
>>>>> Performer the corresponding texture of the currently rendered geometry
>>>>> was bind to texture unit 0. Thus it was easy to use the textures in the
>>>>> shader. It seams that OpenSG binds the textures to different textures
>>>>> units. Because when I used texture unit 0 in my shader, the wrong
>>>>> textures were visualized with wrong parts of my model.
>>>>> So my question is how to acces the textures in my shader, which were
>>>>> loaded with the model? Because I don't know the exact texture units
>>>>> OpenSG binds them to.
>>>>>
>>>>> Perhaps I don't set up the shader corrctly and the OpenGL State isn't
>>>>> anymore available.
>>>>>
>>>>> I attached an example to show the problem.
>>>>>
>>>>> thanks for any comment.
>>>>>
>>>>> Sebastian Knödel
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
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